Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
@@ -0,0 +1,142 @@
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using Content.Client.Alerts;
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using Content.Client.Gameplay;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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[UsedImplicitly]
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public sealed class DamageOverlayUiController : UIController, IOnStateChanged<GameplayState>
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[UISystemDependency] private readonly ClientAlertsSystem _alertsSystem = default!;
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[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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private Overlays.DamageOverlay _overlay = default!;
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public override void Initialize()
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{
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_overlay = new Overlays.DamageOverlay();
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttach);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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}
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public void OnStateEntered(GameplayState state)
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{
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_overlayManager.AddOverlay(_overlay);
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}
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public void OnStateExited(GameplayState state)
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{
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_overlayManager.RemoveOverlay(_overlay);
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}
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private void OnPlayerAttach(PlayerAttachedEvent args)
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{
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ClearOverlay();
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if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
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return;
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if (mobState.CurrentState != MobState.Dead)
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UpdateOverlays(args.Entity, mobState);
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_overlayManager.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(PlayerDetachedEvent args)
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{
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_overlayManager.RemoveOverlay(_overlay);
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ClearOverlay();
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}
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private void OnMobStateChanged(MobStateChangedEvent args)
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{
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if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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UpdateOverlays(args.Target, args.Component);
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}
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private void OnThresholdCheck(ref MobThresholdChecked args)
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{
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if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
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}
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private void ClearOverlay()
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{
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_overlay.DeadLevel = 0f;
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_overlay.CritLevel = 0f;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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}
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//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
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private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
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thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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return;
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if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
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return; //this entity cannot die or crit!!
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var critThreshold = foundThreshold.Value;
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_overlay.State = mobState.CurrentState;
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switch (mobState.CurrentState)
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{
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case MobState.Alive:
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{
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if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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{
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_overlay.BruteLevel = FixedPoint2.Min(1f, bruteDamage / critThreshold).Float();
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}
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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{
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_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
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}
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if (_overlay.BruteLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
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{
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_overlay.BruteLevel = 0;
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}
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_overlay.CritLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Critical:
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{
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if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
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FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
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return;
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_overlay.CritLevel = critLevel.Value.Float();
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_overlay.BruteLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.BruteLevel = 0;
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_overlay.CritLevel = 0;
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break;
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}
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}
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}
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}
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